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elcoderdude wrote:
Just to clarify what you're saying about OP, James: you mean y'all will replace a card in your deck with a high-AD card, even if you don't plan on using that card, so that in the next scenario you can pay a trader with it?

I do this currently - but I'm playing Mavaro, so my deck can usually accomadate pretty much any boon, and I can usually get some use out if - or if I can't, I can cycle it very simply.

I think I also have a couple things stuck in my deck that other people wanted for use after they get their role card...


cartmanbeck wrote:


I'm still, personally, wholeheartedly against this style of Mavaro play. There is a general rule that you can only play cards when you can make use of them, and if you're not using the skills, you can't display the cards.

Actually, the general rule is "You can play cards and use powers without limit in between these steps, as long as they don’t say they can only be played at certain times." (Mummy's Mask pg 7, emphasis mine)

Page 9 further clarifies "If a card in your hand does not specify when it can be played, you can generally play it anytime you can play cards, with the exception that during an encounter you may only perform specific actions at specific times."

So the restriction on playing cards only when you can use them is only during encounters, where page 9 states in the Encountering a Card section that "Characters may only play cards or use powers that relate to each step (or relate to cards played or powers used in that step)."

Question: Zadim can recharge a card to examine the top card of his deck. If he does this once and sees the next card, can he recharge another card to examine it again? If not, why not? And if so, how is "examining an already examined card" different than "gaining a skill that you will not use"?


Gargosh wrote:

thanks for the example/reply

It just feel weird that you can use the flash freeze with a power with fire trait to boost it... Make no sense to me... I dom't like the broad use of the invoke word. I makes perfect sense that the flash freeze boost damage to fire/construct creature.

Thermal shock - if a light bulb has been on for some time and gotten hot, when you suddenly cool it with cold water it can shatter. Or an ice cube placed suddenly in hot water can visibly crack.


Hawkmoon269 wrote:
Yeah. I just meant it as basically once that "do anything" moment occurs on the turn, you can do it. Your turn always really starts with Advancing the Blessing Deck. So, you flip a blessing, apply start of the turn effects, then you could display all your cards if you wanted.

Thanks - just wanted to double check, as I played it wrong the other day (display whole hand to avoid lightning storm damage at start of turn), read up on timing to correct myself, and wanted to make sure I was getting it right now!


Hawkmoon269 wrote:
Brainwave wrote:
Regarding Marvaro, I'm a little unsure on the timing of when you can use his ability to display a card and gain the appropriate skills for the rest of the turn. Can you display multiple cards for example after your last exploration, before the end of your turn? What I'm getting at is it appears that he can basically freely use that ability to recharge any unwanted cards in hand every turn, since those displayed cards are recharged at the end of the turn. Is this the case? Or is there a limit to how often you can use that power?
It would seem so. I'd say you can use it between any step of the turn and at any time having a skill is relevant. So, you could display all your cards at the start of your turn. And you could display all your cards just before the end of your turn.

Just a clarification, "you could display all your cards at the start of your turn" means after the "Advance the Blessing Deck" step, right? My understanding was that you could play cards between each step, but not before that first one.


Yes, I wouldn't take Hierophant as Imjirika - she is going to need the extra Oomph in combat. Especially as you hit the higher path numbers, the monster difficulties can get nasty, even on normal, non-henchmen/villan monsters.

I took Mythic Champion, and have found it very useful. Ignoring anything that adds to difficulty has meant that I can quest through the Abbatoir without worrying about getting wrecked by an already high-difficulty monster (we are running a 6 player game), it means that I can trounce any of the veteran monsters - even the ones that add 2 or 3 times the adventure deck number.


Hawkmoon269 wrote:
Jirikki wrote:
That's sarcasm right?

Not from me. It might depend on your party make up, but with a 6 character group, you'll see the Warrens, Mill and Courtyard (Acrobatics) and Wooden Bridge (Stealth) quite a bit. 16 out of the 33 scenarios in the game. So about half the time.

39 banes have one of the two skills as their check to defeat or as part of their encounter.

If Sajan is your Dexterity character, then you've got not one with Stealth. Being able to close the Wooden Bridge for a recharge and having a reveal to help with the Warrens, Mill and Courtyard (and those banes), I'd say that makes for a pretty good Base Set card.

Plus, don't a bunch of the new monk weapons from the class deck let you use Acrobatics as a combat skill? Free blessing on every combat check? Seems good.


Eliandra Giltessan wrote:
Okay, Rebel. If and when we do Wrath, you're going to have to help me see how Imrijka is awesome. I was burned by her mediocre combat before, but I'm determined to make her work.

Strength based bows are her weapon of choice, but don't be afraid to go for melee weapons - she's only 1 point worse with them, and a good "discard to reroll" polearm is a nice insurance policy. She is very flexible that way - she can acquire and use pretty much any weapon in the game.

Her mysterious disc is also great insurance, if you have that set of cards.


Hawkmoon269 wrote:
Chimpy wrote:
Thanks for helping me clear that up. The 1d4 seems a bit poor then really. I'm struggling with a lot of Imrijka's combat checks.

Keep 2 things in mind.

1.) It works on any check to defeat a monster, not just combat checks.

2.) The traits it adds are pretty key too. It gives you the Magic trait. That helps her defeat all kinds of monsters that would otherwise be undefeated.

And if you upgrade to to "reveal" it is even better.

Actually, it's better than that. It does not add a d4 for any check to DEFEAT a monster, it's added to ANY check against a monster.

That Con/Fort check before you act? Add a d4 to it.
That Knowledge check to get +5 on your check to defeat? Add a d4 to it.
That Dex check to avoid being moved to a different location? Yep, add a d4 to it.

This power makes Imjirika a great generalist - whatever checks the monster has, you have a shot of passing it. Combine it with Steal Soul (another d4 on all your checks) and maybe Arushalae's Gift, and you can be confident on things that you're not normally any good at.


I'm guessing 2 mythic marshals in the party...


Yes, with Cold Iron Warden Imjika's ability to use Strength in place of Diplomacy, I expect to Mythic Champion harder than I've ever Mythic Championed before! (spend a charge to ignore +60 to the check? Yes, please!)


BornofHate wrote:


Keep in mind transmogrify explicitly states "monster".

It doesn't work on henchmen or villains.

Many henchmen or villians are also "Type: Monster" (a few are barriers instead). Check the top right of the card.


My favorite, as Imjirika, is the Watchtower - where to acquire a boon you can summon and defeat a random monster from the box. It means you get plenty of opportunities for free explores. :) It is not uncommon, if that location appears, for me to clear it in a single turn.


Lirianne (Musketeer) OP versus armies!

"You may discard a weapon to defeat a barrier that has the Cache, Lock, or Skirmish trait."

Would have made Siege of Kenabres soooooooo much easier.....


Mechalibur wrote:

Isn't it just a worse version of Blessing of Deskari?

Deskari has both parts as only adding to "your" checks - can't be played on someone else. This one, at least the basic 1 die power is playable on someone else's checks.


OK, I was mis-remembering then. Probably what happened was she recharged a card to retrieve Leryn after the encounter but before ending her turn, thus allowing her to draw 1 less net cards.

In any case, she has since switched to Arushalae. :)


We actually had Adowyn use it to defeat the villian in 2-5 the other night. She recharged and drew (because he was a Demon), and ended up without any weapons. She decided to risk it rather than let the villain go, and ended up rolling an 18 and a 16. She took out the villian, but we thought she would end up 1 card short - but then noticed she could bury her displayed Leryn, and thus have exactly enough cards left. Victory!


Xexyz wrote:
Ok, now I understand how this all works (I think). Bleh, that makes the role worse than I thought, since you'll need to get several power feats just for it to do anything.

Well, even without other power feats, each time you choose a mastered type you get:

1. Discard a card to draw a card with that trait from your discard pile.
2. Automatically recharge spells(/items) with that trait.
3. When you acquire a card with that trait, draw a card.
4. Reduce damage of that type by 2.

That seems like about the right return for 1 power feat - taking the other power feats just adds more synergy.


MightyJim wrote:
Zenarius wrote:
I felt it's not really big to drop the loots into the pile at this stage. The only 'cheating' feeling is the effective free explore. Kinda feel that dropped loots should be gone for good... after all no adventuring party really simply comes across magical swords and rings in a cave after defeating a few trolls... do they... ?
Can i get a sword which glows blue if the next card in the location deck is a demon?

Actually, I think a sword that could also do "Detect Demon" would be a really cool item. ("Recharge this weapon to examine the top card of the location deck. If it is a demon, you may encounter it, and count as having revealed this card for it's power on any combat check to defeat it.")